2020-08-27 00:08:29 +00:00
|
|
|
use crate::{
|
2021-01-29 01:37:33 +00:00
|
|
|
combat::{
|
2021-02-02 18:02:40 +00:00
|
|
|
Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, DamageSource,
|
|
|
|
GroupTarget,
|
2021-01-29 01:37:33 +00:00
|
|
|
},
|
2020-11-22 08:09:43 +00:00
|
|
|
comp::{beam, Body, CharacterState, EnergyChange, EnergySource, Ori, Pos, StateUpdate},
|
2020-09-05 16:27:36 +00:00
|
|
|
event::ServerEvent,
|
2020-12-01 00:28:00 +00:00
|
|
|
states::{
|
|
|
|
behavior::{CharacterBehavior, JoinData},
|
|
|
|
utils::*,
|
|
|
|
},
|
2020-12-13 17:11:55 +00:00
|
|
|
uid::Uid,
|
2020-08-27 00:08:29 +00:00
|
|
|
};
|
|
|
|
use serde::{Deserialize, Serialize};
|
|
|
|
use std::time::Duration;
|
2020-08-28 02:13:57 +00:00
|
|
|
use vek::Vec3;
|
2020-08-27 00:08:29 +00:00
|
|
|
|
2020-09-25 20:02:30 +00:00
|
|
|
/// Separated out to condense update portions of character state
|
2020-08-27 00:08:29 +00:00
|
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
2020-09-25 20:02:30 +00:00
|
|
|
pub struct StaticData {
|
2020-08-27 00:08:29 +00:00
|
|
|
/// How long until state should deal damage or heal
|
|
|
|
pub buildup_duration: Duration,
|
|
|
|
/// How long the state has until exiting
|
|
|
|
pub recover_duration: Duration,
|
2020-09-05 16:27:36 +00:00
|
|
|
/// How long each beam segment persists for
|
|
|
|
pub beam_duration: Duration,
|
2020-08-27 00:08:29 +00:00
|
|
|
/// Base healing per second
|
2021-02-05 01:39:12 +00:00
|
|
|
pub base_hps: f32,
|
2020-08-27 00:08:29 +00:00
|
|
|
/// Base damage per second
|
2021-02-05 01:39:12 +00:00
|
|
|
pub base_dps: f32,
|
2020-08-31 21:55:38 +00:00
|
|
|
/// Ticks of damage/healing per second
|
|
|
|
pub tick_rate: f32,
|
2020-08-27 00:08:29 +00:00
|
|
|
/// Max range
|
|
|
|
pub range: f32,
|
|
|
|
/// Max angle (45.0 will give you a 90.0 angle window)
|
|
|
|
pub max_angle: f32,
|
|
|
|
/// Lifesteal efficiency (0 gives 0% conversion of damage to health, 1 gives
|
|
|
|
/// 100% conversion of damage to health)
|
|
|
|
pub lifesteal_eff: f32,
|
2020-09-15 23:39:19 +00:00
|
|
|
/// Energy regened per second for damage ticks
|
2021-02-05 01:39:12 +00:00
|
|
|
pub energy_regen: f32,
|
2020-09-15 23:39:19 +00:00
|
|
|
/// Energy consumed per second for heal ticks
|
2021-02-05 01:39:12 +00:00
|
|
|
pub energy_cost: f32,
|
2020-10-07 02:32:57 +00:00
|
|
|
/// Energy drained per
|
2021-02-05 01:39:12 +00:00
|
|
|
pub energy_drain: f32,
|
2020-10-07 02:32:57 +00:00
|
|
|
/// What key is used to press ability
|
2021-02-14 06:01:53 +00:00
|
|
|
pub ability_info: AbilityInfo,
|
2020-08-27 00:08:29 +00:00
|
|
|
}
|
|
|
|
|
2020-09-25 20:02:30 +00:00
|
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
|
|
|
pub struct Data {
|
|
|
|
/// Struct containing data that does not change over the course of the
|
|
|
|
/// character state
|
|
|
|
pub static_data: StaticData,
|
|
|
|
/// Timer for each stage
|
|
|
|
pub timer: Duration,
|
|
|
|
/// What section the character stage is in
|
|
|
|
pub stage_section: StageSection,
|
|
|
|
/// Used for particle stuffs
|
|
|
|
pub particle_ori: Option<Vec3<f32>>,
|
|
|
|
/// Used to offset beam and particles
|
2020-11-15 20:06:07 +00:00
|
|
|
pub offset: Vec3<f32>,
|
2020-09-25 20:02:30 +00:00
|
|
|
}
|
|
|
|
|
2020-08-27 00:08:29 +00:00
|
|
|
impl CharacterBehavior for Data {
|
|
|
|
fn behavior(&self, data: &JoinData) -> StateUpdate {
|
|
|
|
let mut update = StateUpdate::from(data);
|
|
|
|
|
|
|
|
handle_move(data, &mut update, 0.4);
|
|
|
|
handle_jump(data, &mut update);
|
2021-02-14 06:01:53 +00:00
|
|
|
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
|
2020-11-20 17:54:56 +00:00
|
|
|
handle_interrupt(data, &mut update, false);
|
2020-11-20 17:30:48 +00:00
|
|
|
match update.character {
|
|
|
|
CharacterState::BasicBeam(_) => {},
|
|
|
|
_ => {
|
|
|
|
return update;
|
|
|
|
},
|
|
|
|
}
|
|
|
|
}
|
2020-08-27 00:08:29 +00:00
|
|
|
|
2020-09-25 20:02:30 +00:00
|
|
|
match self.stage_section {
|
|
|
|
StageSection::Buildup => {
|
|
|
|
if self.timer < self.static_data.buildup_duration {
|
|
|
|
// Build up
|
|
|
|
update.character = CharacterState::BasicBeam(Data {
|
|
|
|
timer: self
|
|
|
|
.timer
|
|
|
|
.checked_add(Duration::from_secs_f32(data.dt.0))
|
|
|
|
.unwrap_or_default(),
|
|
|
|
particle_ori: Some(*data.inputs.look_dir),
|
2020-10-27 22:16:17 +00:00
|
|
|
..*self
|
2020-09-25 20:02:30 +00:00
|
|
|
});
|
|
|
|
} else {
|
|
|
|
// Creates beam
|
|
|
|
data.updater.insert(data.entity, beam::Beam {
|
|
|
|
hit_entities: Vec::<Uid>::new(),
|
|
|
|
tick_dur: Duration::from_secs_f32(1.0 / self.static_data.tick_rate),
|
|
|
|
timer: Duration::default(),
|
|
|
|
});
|
2020-11-15 20:06:07 +00:00
|
|
|
// Gets offsets
|
2020-11-15 23:11:33 +00:00
|
|
|
let body_offsets = Vec3::new(
|
2020-11-24 23:23:29 +00:00
|
|
|
(data.body.radius() + 1.0) * data.inputs.look_dir.x,
|
|
|
|
(data.body.radius() + 1.0) * data.inputs.look_dir.y,
|
2020-11-15 23:11:33 +00:00
|
|
|
data.body.eye_height(),
|
|
|
|
) * 0.55;
|
2020-09-25 20:02:30 +00:00
|
|
|
// Build up
|
|
|
|
update.character = CharacterState::BasicBeam(Data {
|
|
|
|
timer: Duration::default(),
|
|
|
|
stage_section: StageSection::Cast,
|
|
|
|
particle_ori: Some(*data.inputs.look_dir),
|
2020-11-15 23:11:33 +00:00
|
|
|
offset: body_offsets,
|
2020-10-27 22:16:17 +00:00
|
|
|
..*self
|
2020-09-25 20:02:30 +00:00
|
|
|
});
|
|
|
|
}
|
|
|
|
},
|
|
|
|
StageSection::Cast => {
|
2021-02-14 06:01:53 +00:00
|
|
|
if ability_key_is_pressed(data, self.static_data.ability_info.key)
|
2021-02-05 01:39:12 +00:00
|
|
|
&& (self.static_data.energy_drain <= f32::EPSILON
|
|
|
|
|| update.energy.current() > 0)
|
2020-10-07 02:32:57 +00:00
|
|
|
{
|
2020-09-25 21:06:51 +00:00
|
|
|
let speed =
|
|
|
|
self.static_data.range / self.static_data.beam_duration.as_secs_f32();
|
2021-01-29 01:37:33 +00:00
|
|
|
|
2021-02-02 18:02:40 +00:00
|
|
|
let energy = AttackEffect::new(
|
|
|
|
None,
|
|
|
|
CombatEffect::EnergyReward(self.static_data.energy_regen),
|
|
|
|
)
|
|
|
|
.with_requirement(CombatRequirement::AnyDamage);
|
|
|
|
let lifesteal = CombatEffect::Lifesteal(self.static_data.lifesteal_eff);
|
|
|
|
let damage = AttackDamage::new(
|
|
|
|
Damage {
|
|
|
|
source: DamageSource::Energy,
|
|
|
|
value: self.static_data.base_dps as f32 / self.static_data.tick_rate,
|
|
|
|
},
|
|
|
|
Some(GroupTarget::OutOfGroup),
|
|
|
|
)
|
|
|
|
.with_effect(lifesteal);
|
|
|
|
let heal = AttackEffect::new(
|
|
|
|
Some(GroupTarget::InGroup),
|
|
|
|
CombatEffect::Heal(
|
|
|
|
self.static_data.base_hps as f32 / self.static_data.tick_rate,
|
|
|
|
),
|
|
|
|
)
|
|
|
|
.with_requirement(CombatRequirement::SufficientEnergy(
|
|
|
|
self.static_data.energy_cost,
|
|
|
|
));
|
2021-01-30 05:03:23 +00:00
|
|
|
let attack = Attack::default()
|
|
|
|
.with_damage(damage)
|
|
|
|
.with_effect(energy)
|
|
|
|
.with_effect(heal);
|
2021-01-29 01:37:33 +00:00
|
|
|
|
2020-09-25 20:02:30 +00:00
|
|
|
let properties = beam::Properties {
|
2021-01-29 01:37:33 +00:00
|
|
|
attack,
|
2020-09-25 20:02:30 +00:00
|
|
|
angle: self.static_data.max_angle.to_radians(),
|
|
|
|
speed,
|
|
|
|
duration: self.static_data.beam_duration,
|
|
|
|
owner: Some(*data.uid),
|
|
|
|
};
|
2020-11-15 20:06:07 +00:00
|
|
|
// Gets offsets
|
2020-11-22 08:09:43 +00:00
|
|
|
let body_offsets = match data.body {
|
|
|
|
Body::Humanoid(_) => {
|
|
|
|
Vec3::new(
|
|
|
|
data.body.radius() + 2.0 * data.inputs.look_dir.x,
|
|
|
|
data.body.radius() + 2.0 * data.inputs.look_dir.y,
|
|
|
|
data.body.eye_height(),
|
|
|
|
) * 0.55
|
|
|
|
},
|
|
|
|
_ => {
|
|
|
|
Vec3::new(
|
|
|
|
data.body.radius() * 3.0 * data.inputs.look_dir.x,
|
|
|
|
data.body.radius() * 3.0 * data.inputs.look_dir.y,
|
|
|
|
data.body.eye_height(),
|
|
|
|
) * 0.55
|
|
|
|
},
|
|
|
|
};
|
2020-11-15 20:06:07 +00:00
|
|
|
let pos = Pos(data.pos.0 + body_offsets);
|
2020-09-25 20:02:30 +00:00
|
|
|
// Create beam segment
|
|
|
|
update.server_events.push_front(ServerEvent::BeamSegment {
|
|
|
|
properties,
|
|
|
|
pos,
|
2021-02-04 09:17:38 +00:00
|
|
|
ori: Ori::from(data.inputs.look_dir),
|
2020-09-25 20:02:30 +00:00
|
|
|
});
|
|
|
|
update.character = CharacterState::BasicBeam(Data {
|
2020-10-11 01:23:35 +00:00
|
|
|
timer: self
|
|
|
|
.timer
|
|
|
|
.checked_add(Duration::from_secs_f32(data.dt.0))
|
|
|
|
.unwrap_or_default(),
|
2020-09-25 20:02:30 +00:00
|
|
|
particle_ori: Some(*data.inputs.look_dir),
|
2020-11-15 23:11:33 +00:00
|
|
|
offset: body_offsets,
|
2020-10-27 22:16:17 +00:00
|
|
|
..*self
|
2020-09-25 20:02:30 +00:00
|
|
|
});
|
2020-10-07 02:32:57 +00:00
|
|
|
|
|
|
|
// Consumes energy if there's enough left and ability key is held down
|
2020-10-30 21:49:58 +00:00
|
|
|
update.energy.change_by(EnergyChange {
|
|
|
|
amount: -(self.static_data.energy_drain as f32 * data.dt.0) as i32,
|
|
|
|
source: EnergySource::Ability,
|
|
|
|
});
|
2020-09-25 20:02:30 +00:00
|
|
|
} else {
|
|
|
|
update.character = CharacterState::BasicBeam(Data {
|
|
|
|
timer: Duration::default(),
|
|
|
|
stage_section: StageSection::Recover,
|
|
|
|
particle_ori: Some(*data.inputs.look_dir),
|
2020-10-27 22:16:17 +00:00
|
|
|
..*self
|
2020-09-25 20:02:30 +00:00
|
|
|
});
|
|
|
|
}
|
|
|
|
},
|
|
|
|
StageSection::Recover => {
|
|
|
|
if self.timer < self.static_data.recover_duration {
|
|
|
|
update.character = CharacterState::BasicBeam(Data {
|
|
|
|
timer: self
|
|
|
|
.timer
|
|
|
|
.checked_add(Duration::from_secs_f32(data.dt.0))
|
|
|
|
.unwrap_or_default(),
|
|
|
|
particle_ori: Some(*data.inputs.look_dir),
|
2020-10-27 22:16:17 +00:00
|
|
|
..*self
|
2020-09-25 20:02:30 +00:00
|
|
|
});
|
|
|
|
} else {
|
|
|
|
// Done
|
|
|
|
update.character = CharacterState::Wielding;
|
|
|
|
// Make sure attack component is removed
|
|
|
|
data.updater.remove::<beam::Beam>(data.entity);
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_ => {
|
|
|
|
// If it somehow ends up in an incorrect stage section
|
|
|
|
update.character = CharacterState::Wielding;
|
|
|
|
// Make sure attack component is removed
|
|
|
|
data.updater.remove::<beam::Beam>(data.entity);
|
|
|
|
},
|
2020-08-27 00:08:29 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
update
|
|
|
|
}
|
|
|
|
}
|